PREMADE CHARACTER -- RI'SHURAI CRIME CAMPAIGN -- DIRA SETSUNE

 Dira Setsune

Thief, female

padded armor, short sword, dagger, hand crossbow, expensive outfits

A survivor who scraped her way out of poverty through prolific pickpocketing, robbing, and lifting. Owes 10% of her expected earnings to the Guild and is a few months behind. Partly due to inactivity, partly due to enjoying the spoils of her victories. But she needs a bigger score to make good on what she owes or risks losing her place in the guild.

Dira is a comely woman in her late twenties, has become accustomed to sophisticated living as a social butterfly. Most people would not know she is “low born” because she feels comfortable within intellectual conversation. Only close scrutiny of her speech would reveal her native dialect. She cares about expensive fashion, knows quite a bit about gems and jewelry, and follows closely all textile industries of her city. She has a penchant for stealing rare books and works of art, though these carry with them great difficulty in fetching through fences their actual worth.

She often targets people she envies, after careful study of their lives. Some she infiltrates through faux friendship. Some she burgles in the middle of the night, or when they're away from their homes.

One of her fatal flaws is that while she falls in love easily, she trusts nobody, no matter what. She constantly looks for hidden insults/offenses coded within what people say and do. Even when most people are, by and large, ignorant of any subtextual messages they maybe sending, she hangs on every one of them, and her interpretation of these coded messages is usually negative.

As much as she'd like to stop stealing and enter a legitimate business, not only is stealing her only income – she's addicted to the flow of coin, addicted to her lifestyle.


STR 15 INT 25

AGI 30 PER 15

END 25 CHA 30


H 20

S 42

D 42


HEARTS

1 – anticipate, dodge A/O, light armor proficiency (+1 movement, +5% stealth)

2 – +10% save against pinned, grappled, slow, and immobilization; gain +5% evasion and +5% dodge.



SPADES (poison/drug, defile, incapicate, slow, a/o)

1 – for 5 turns, lose 5% bonus to defense checks but all attacks gain +1d6 damage.

2 –

Defiling poison proficency 1: Any target you harm has their healing reduced by 2 per successful strike. dual-wield proficiency 1.

Passive: all SA deal +1d10 END damage. Tap this card to convert total damage of 1 successful attack to CHA damage. Tapping this card disables the passive and can only be used once per day.


3 –

Make 1 BA +2d6. If your damage roll contains 2 6s the target is incapicated for 1 turn with no save.

Hindering bolt. While tapped, your crossbow bolts lower enemy movement by 1, up to -10.

4 –

Dual-wield proficiency 2: Halve movement speed this turn. Make 2 BA with primary weapon and 2 attacks with off-hand weapon. You are unable to block or parry till the end of the turn.

Drugged weapon: cause sleep for 1d6 turns against CHA save; on successful save target becomes confused for 1 turn.


DIAMONDS


A –

first strike

initiative bonus +2

2 –

tracks of a lone wolf

back attack

3 –

surprise round SA

escape artist +25% bonus to avoid grapple, pin, or to avoid A/O when moving from a cornered position. +10% bonus to escape from physical binding, such as cuffs.

4 –

ghost walk (move silently, hide, DR)

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